Action Feats

Jraynack

Explorer
Action Feats
By spending an Action Point(s), a character may enhance a particular feat.

Using the examples from last week: http://www.enworld.org/showthread.php?t=175246

we can now paint a complete picture.

Cleave [Action, General]
You are able to follow through with your blows striking other opponents within reach.
Prerequisite: Str 13, Power Attack.
Benefit: If you deal a creature enough damage to make it fall (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack, and you must make it with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Action (1): You gain a +2 bonus to your Cleave attack rolls. This ability lasts for 1 minute.
Action (2): Each time you make a Cleave attack, you can move 5 feet as a free action. You cannot move more than your normal speed in this manner. This movement does not provoke attacks of opportunity, as decapitated body parts and bloody gore you leave in your wake prove too distracting. This ability lasts for 1 minute.
Special: A fighter may select Cleave as one of his fighter bonus feats.

Great Cleave [Action, General]
Multiple foes fall beneath your powerful blow.
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.
Action (1): You slam into your enemies with enough force to send their corpses hurtling through the air. Whenever you gain a Cleave attack, all opponents adjacent to the enemy you dropped to gain the attack suffer a —1 penalty to defense as the corpse of their fallen ally slams into them. Spend your Action Point and apply this penalty before resolving your Cleave attack. This ability lasts 1 minute.
Action (2): Each time you make a Cleave attack, you may spend two Action Points to gain a +2 bonus to damage on a melee attack. Spend the Action Points before resolving your attack. Should your attack miss, you lose any Action Points spent.
Special: A fighter may select Great Cleave as one of his fighter bonus feats.


And now . . .


Great Cleave, Hellish [Action, Hellish Boon]
Devilish entities enhance you ability to cleave through multiple foes.
Prerequisites: Hellish Cleave.
Replaces: Great Cleave.
Benefit: In addition to the benefits of Great Cleave, you gain a Cleave attack when you score a critical threat (but not necessarily a critical hit) in addition to when you drop an opponent. You may make this Cleave attack against any foe in range (not just the one you critically threatened). If you score a critical threat and drop a foe, you gain only one Cleave attack.
Action (3): You gain Cleave attacks when you inflict more than 15 points of damage with a single attack. If you fulfill multiple criteria for gaining a Cleave attack with a single blow, you gain only one Cleave attack. This ability lasts for 1 minute.


From seeing the Hellish Great Cleave, you can see why the inquisition works overtime.

Though remember these are only playtest versions; there may be slight variants when the campaign guide is released.
 

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